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I'm not sure what you mean, since all water seems to behave basically the same. What I mean is what could be done at different water levels. On a post some months ago I mentioned that water could be: -Shallow: for the transit of most land units (except siege for example) and small boats. Now I'd also add land unit coastal fishing (mentioned many times and done in the first AoE already), and possibly mining (as I just mentioned). -Moderate: for small and normal boats, but not the largest ones. Now I'd also add swimming for some like Iberians, and possibly deeper mining for a few (since the link mentioned 3.6 m deep). -Deep: for all boats. Maybe eventual bridges should not be built over it (except for the Persians, who could have also bridges made of ships). Now I'd also add that by that I mean placing a pier on it, a small hanging section over it would be ok. Now I'd also add Oceanic to differentiate sea and ocean going vessels, which was a big difference between many ancient Mediterranean and northern European ships, as recently mentioned. Of course this (and possibly other things just mentioned) might be too complicated for vanilla, but just to open the possibilities for some mod.
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kupidizgoqsueda started following Meet your AI girlfriend on Kupid AI
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kupidizgoqsueda joined the community
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What water depth would you be missing currently? I think there's everything in the game already.
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Although a straightforward fix should be possible, an idea could be to combine this with the concept of having multiple water depths, and to have workers wade into shallow waters to do some stuff, after all underwater mining was a thing in some places: https://www.turkiyetoday.com/culture/could-aristotles-divers-copper-have-come-from-istanbuls-waters-new-evidence-points-to-3210058?s=1 I also thought that, if something like this were to be implemented, Iberian units could wade in more than others, given that Livy in his History of Rome states: "There, having felled some timber, they [Hannibal's army] quickly built rafts on which to carry across the horses, men, and other baggage. The Spanish, without hesitating, stuffed their clothing into skin bags, put their shields above, and lying on top of them swam across the river on their own".
- Today
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I would like to share this small mod for contruction keybindings
Caroby posted a topic in Release 28
Helo everyone, I tried 0AD long ago. like 2013 and never tryed that again since then. This month I was look for some game to get addicted and I gave 0AD a try and then I remered why I just gave up that in 2013, because I was too used to play Age of Empires2 and 0AD for me was missing the constructions hotkeys, anyway I played some matches and the game is much better and beautiful now. Then this idea came to my mind "What if GPT could solve this construction keybinginds problem", I tried that and it did the job and it works very well. I would like to share for those who think that constructions keybindings is importante. https://github.com/tiekookeit/0ad_mod_buildings_focus_extra_keys GG everyone -
Caroby joined the community
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I just viewed a game today on a random map with water. There were roundabout a dozen mines under water. See screenshot. A save of the game is also attached. savegame-0775.0adsave
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On random maps there are sometimes strange conditions. One is iberian walls with resources inside. Sometimes they can be harvested sometimes not. And workers get blocked. In a game I had a tree in a gate. When I looked the gate, the tree was vanishing like hunted deer when you built them over. Replay in attachment. It is a broken replay not from the beginning, so action is missing, but the disapearence happens from sec 14 to 15 when the gate with tree nearby is looked. metadata.json commands.txt
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InSky joined the community
- Yesterday
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I really would like to see this feature as well! Well ... Issue #29 (Automatic exploring / scouting) is there since 2006 (!).
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I would like to have game templates especially for single player mode. A standart-Template "everything like last game" would also be nice without need to be saved. I always forget to toggle "teams fixed" which is redefaultet to off in single user mode different from multiplayer mode.
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Update: Game Templates and Quick Lobby are available on mod.io and thus in-game PR opened for Resignation Tribute to get it into the core game
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Good morning @user1 Not fair this knotchtheviking that disconnects instead of resigning at the moment it is clear he has lost, a few seconds before his very last civic center shall be destroyed and he has not any more means to pursue the battle, right after sending me a 'gg' in the chat! Even more knowing that I lost the previous game with him and nicely resigned to let him increase his rating! my lobby username = Keanureeves the offending player = knotchtheviking commands.txt
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youseffx started following Suggestions for 0 A.D.
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hi iam new to this game and generally satisfied with how its but i think adding the following would be a good idea 1. adding a button to auto travel the map just like rise of nations 2. a key to select all soldier on the screen and another one to all soldier on the map just like the (E , Q) from generals zero hour and thank you for the this good game
- Last week
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Ok, it would be great to have a few posts on this. (let me know if you need help and I'll try to help in some way)
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Is there a possibility to change the pan speed via "A" & "D" Button diffrent to the value when panning with mouse on the edge? And/or to decrease the sensitivity of the edge. Having a rather small laptop-display I often mess up my view with my mouse. Until I readust with keyboard my units usually are dead :(.
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We could, These days not a lot of people, usually me.
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I wasn’t speaking in terms of historical accuracy. But I realized the file I was using was probably from A26 or A27. Basically the modifications didn’t match the tooltip. Similar to Serapis cult. Tool tip says you can unlock in town phase, but modification is for city phase.
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I’m not sure what do you mean exactly, but in principle I see that it says Tessarakonteres (Juggernauts), which doesn't make any historical sense, since that means forty-rowed, and only one was built, as a showpiece, since it was too unwieldy to be used in any practical sense. I'll expand on ships in my future post on the Athenians.
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@Stan`could we get this promoted on our social media accounts? Who manages them?
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Is there any non discord Site with information about the tournament? I created an account for me, but I am not allowed anything besides live messages, which is pretty useless.
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@user1 i was playing with someone named Eagle224 and after we started the game it seemed like he played for 10 minutes and the he left without telling and when i tried communicating with him he didn't message back until at the and he said something similar to wtf. at end of the same i had outnumbered his ships and i had like 5 ships full of troops and when i was about to invade his island, he came back saw and stopped the game. it was so annoying because i spent a couple hours playing and i dint even get rating from it. in the future, i hope the devs add a report option in the game itself. Overall the game itself is still pretty fun. metadata.json commands.txt
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But looks like Serapis Cult is still not correct? "requirements": { "all": [ {"tech": "phase_city"}, {"civ": "ptol"} ] }, "requirementsTooltip": "Unlocked in Town Phase.",
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Emacz started following juggernauts
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Has anyone noticed that the tooltip for the juggernauts tech is not accurate Disregard, looks like its an older version
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Hello, Trydent_ quit a rated game he was hosting and did not resign, my ingame name is Arkindarf @user1 commands.txt
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UPDATE: 0.5.1 The food search radius for cavalry has been significantly expanded. A priority to defend the base has been added; if a player’s base is under attack and units are outside its boundaries (rush, etc.), they are redirected to the base. The group size for a rush has been increased to 100+ units (with a limit of 200). Fixed several bugs.
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